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RE: Feel Free To Ask - 7/6/2004 11:50:26 PM   
turn2

 

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Joined: 6/30/2004
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quote:

quote:

ORIGINAL: Harpoon_GER

quote:

ORIGINAL: byron13

(...)
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
(...)


As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).


Size 8 or larger OR a port with 'sufficient' supplies and a destroyer tender (AD) that has no fire or float damage. Pages 186 & 187 are the only pages I've printed from the manual. ;)



From my very shoddy memory, i thought there was also a restriction on the port size if you were using a tender - like 3 or 4 or something.

(in reply to mjk428)
Post #: 31
RE: Feel Free To Ask - 7/6/2004 11:58:06 PM   
mjk428

 

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quote:

ORIGINAL: turn2

From my very shoddy memory, i thought there was also a restriction on the port size if you were using a tender - like 3 or 4 or something.


I think you're confused with PT boats which need a size 3 port and 20k supplies or an AGP. That's why I printed the pages; it's a bit non-intuitive.

< Message edited by mjk428 -- 7/6/2004 1:58:28 PM >


_____________________________


(in reply to turn2)
Post #: 32
RE: Feel Free To Ask - 7/7/2004 12:01:54 AM   
turn2

 

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quote:

I think you're confused with PT boats which need a size 3 port and 20k supplies or an AGP. That's why I printed the pages; it's a bit non-intuitive.


ahh, gotcha. thx.

(in reply to mjk428)
Post #: 33
RE: Feel Free To Ask - 7/7/2004 12:24:50 AM   
Charles2222


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Joined: 3/12/2001
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quote:

ORIGINAL: Feinder

Charles, a "shakedown" cruise is an "easy" cruise, where you don't expect to get shot at (because your crew lacks experience). There is no "shakedown" mission. It's basically putting your new batch of subchasers (or whatever) on convoy escort between San Fran an Pearl for a couple of trips (note, more than just one trip); so you're talking about 2 - 3 weeks. They're not likely to encounter anything, and their experience will get up to a point where they're actually useful in combat situations (in UV, it needed to be 55).

-F-


I'm not sure I'm any closer to knowing whether the computer just autmotically puts them in some phantom mission, or assigns them to auto-select TF's, or that I have to place them in a convoy myself. I understand the need to put the young uns out of the heavy action, but it sems rather pointless to mention it aside from the computer doing it itself in some manner. Sure, I'd put them in quiet missions myself if I realized they're lousy and I'm familiar with doing that with poor air groups. I think my main confusion stems from that idea that there's actually a mission called shakedown that you or the computer can select, whereas it seems as this point that it's just a reference to what happens to young uns when they're included in any manner of TF (they're undependable and will rise in experience quickly), but the whole description just confused me.

(in reply to Feinder)
Post #: 34
RE: Feel Free To Ask - 7/7/2004 2:00:26 AM   
Alikchi2

 

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I know I'm missing something obvious here..

I'm running the South Pacific scenario. Shokaku and Zuikaku have taken a torpedo each. Flotation damage is in the 40s, but they are in Truk. FLT isn't going down. Am I supposed to send them to Tokyo? If so, how? (this Q probably applies to all partial map scenarios)
(I went through the manual and couldn't find an answer..)

_____________________________


(in reply to Charles2222)
Post #: 35
RE: Feel Free To Ask - 7/7/2004 2:44:26 AM   
grraven2004


Posts: 273
Joined: 3/4/2004
From: Cuyahoga Falls OH
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Ok lets see if I understand this correctly.

1. Manpower is for building Military units. To gain a manpower point you need to have 10 times the resources. You will create Half the resources expended in manpower points. Manpower points are not nationality specific. i.e. manpower points created in Australia could be used in the U.S. to create a circus for Dugout Doug.


2. Heavy Industry is needed for everything and is pooled to be used by all things.
a. Resources and oil need to be in the same hex for HI to be created.
b. To gain an HI point you need 1x resources and 2x oil.
a. By product of this is 1 supply and 1.33 fuel.
c. HI points are used in Aircraft, engine, vehicle, and armaments production.

So 300 HI with 300 resource and 600 oil would create 300 HI points to be added to the pool. Also it would create 300 supply and 399 fuel.
the expendatures would be 300 resources for the supply and 300 oil for the fuel. Then 300 resources and 600 oil for the HI points.

3.Aircraft production expends 18 times the number of engines needed per airframe in HI points.
i.e. A A6M2 would be 18 HI, a G4M1 would be 36, and a B-17 would be 72 HI.

The aircraft button in each factory represents the total Aircraft able to be produced at that facility. Melbourne for instance has 25 Beuuforts and 40 wirraways. 25x36=900, 40x18=720 so just the airframes would be 1620 HI to produce these Airframes per month.

a. Engine factories will produce a random number of engines IF there is enough HI, equal to the number of factories, already present in the hex. For each engine 18 HI will be expended.

Using the above Melbourne example those Beauforts needing 2 engines each would cost 36 for the airframe and 36 for the engines.

This is the part about production that I had questions about.
Do I have this correct?

(in reply to Raverdave)
Post #: 36
I have a series of questions - 7/7/2004 3:43:50 AM   
bradfordkay

 

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After having read the manual (i know - it's amazing that a veteran player of UV would take the time to print and read the manual), I have the following observations and questions.

1. Do ASW patrol a/c also spot and report surface TFs?

2. Is there no longer a difference between offensive and defensive minefields? The manual seems to indicate that your ships are nowhere near as vulnerable to minefields that you lay, no matter where you laid them.

3. The manual seems to indicate that fighter sweeps can be postponed to the PM air phase due to weather, but not airfield/port/city attacks?

4. PG 123, last paragraph: "However, planes that have flown a primary mission in the morning may join in a naval attack in the afternoon." In UV, the only air units that couyld join in a Naval Attack were those who had that chosen as their primary mission. The above statement seems to indicate that any a/c who have not exceeded a certain range in their AM missions can join in a PM naval strike. Is this true? Was this done to protect bases from invasion in games with multiday turns chosen?

6. The manual states that weather now can prevent attacks on forces in the bad weather hex. This appears to be a change from UV. Is this the actual case? It should be, but only by a percentage chance (IMO).

7. Pgs 114 and 135 appear to contradict each other, probably due to the controversy here on the forum:

pg 114: "Port Attack... If there are a large number of ships in port, some torpedo bombers may arm with torpedos to attack them."

pg 135: "Torpedoes will not be used to attack ships at anchor, so only bombs will be carried during a Port Attack mission."

Which is it?

8. The Indochina Japanese Militia is activated if allied forces enter any Indochina hex north of Hue. Does this mean that the Cambodians and South Vietnamese don't support the Greater East Asia Co-Prosperity Sphere?

That's it for now.

_____________________________

fair winds,
Brad

(in reply to grraven2004)
Post #: 37
RE: I have a series of questions - 7/7/2004 4:23:09 AM   
MCKClaudi

 

Posts: 38
Joined: 11/5/2001
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Are there hardcoded HQ transfers in the game? Example: 25th Div transfers from central pacific command to south pacific command. If so, do you get them for free or do you still have to pay PPs for them?

(in reply to bradfordkay)
Post #: 38
RE: I have a series of questions - 7/7/2004 4:23:51 AM   
Point Luck

 

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From: East Coast-US
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I'm having trouble with IJ production. The manual says "With the production system on" what I can't find is how do you turn it off or on.

(in reply to bradfordkay)
Post #: 39
RE: I have a series of questions - 7/7/2004 4:40:46 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
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quote:

I'm having trouble with IJ production. The manual says "With the production system on" what I can't find is how do you turn it off or on.


You don't.

It is controlled by the scenario. Campaign = On, Small Map = Off

(in reply to Point Luck)
Post #: 40
RE: Feel Free To Ask - 7/7/2004 8:20:13 AM   
Tanaka


Posts: 4378
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: grraven2004

Ok lets see if I understand this correctly.

1. Manpower is for building Military units. To gain a manpower point you need to have 10 times the resources. You will create Half the resources expended in manpower points. Manpower points are not nationality specific. i.e. manpower points created in Australia could be used in the U.S. to create a circus for Dugout Doug.


2. Heavy Industry is needed for everything and is pooled to be used by all things.
a. Resources and oil need to be in the same hex for HI to be created.
b. To gain an HI point you need 1x resources and 2x oil.
a. By product of this is 1 supply and 1.33 fuel.
c. HI points are used in Aircraft, engine, vehicle, and armaments production.

So 300 HI with 300 resource and 600 oil would create 300 HI points to be added to the pool. Also it would create 300 supply and 399 fuel.
the expendatures would be 300 resources for the supply and 300 oil for the fuel. Then 300 resources and 600 oil for the HI points.

3.Aircraft production expends 18 times the number of engines needed per airframe in HI points.
i.e. A A6M2 would be 18 HI, a G4M1 would be 36, and a B-17 would be 72 HI.

The aircraft button in each factory represents the total Aircraft able to be produced at that facility. Melbourne for instance has 25 Beuuforts and 40 wirraways. 25x36=900, 40x18=720 so just the airframes would be 1620 HI to produce these Airframes per month.

a. Engine factories will produce a random number of engines IF there is enough HI, equal to the number of factories, already present in the hex. For each engine 18 HI will be expended.

Using the above Melbourne example those Beauforts needing 2 engines each would cost 36 for the airframe and 36 for the engines.

This is the part about production that I had questions about.
Do I have this correct?


this all sounds right to me except i have heard in the forums that for HI its now 1 oil instead of 2 and byproduct is now 1.5 fuel instead of 1.33. so i really dont know what is right and i wish the devs would comment.

< Message edited by Tanaka -- 7/7/2004 1:21:50 AM >

(in reply to grraven2004)
Post #: 41
RE: Feel Free To Ask - 7/7/2004 12:40:28 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

Heavy industry is 2.0 and the by product is 4/3 (about 1.33).

Bye...

Michael Wood

quote:

ORIGINAL: Tanaka
...i have heard in the forums that for HI its now 1 oil instead of 2 and byproduct is now 1.5 fuel instead of 1.33. so i really dont know what is right and i wish the devs would comment.


< Message edited by Mike Wood -- 7/7/2004 10:45:09 AM >

(in reply to Tanaka)
Post #: 42
RE: Feel Free To Ask - 7/7/2004 7:05:05 PM   
Black Cat

 

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About what date will I be able to create PT Tenders from 7000K AKA`s in SF. They are not yet on the list and I am at 1/42.

Thanks

(in reply to Mike Wood)
Post #: 43
RE: Feel Free To Ask - 7/7/2004 7:22:52 PM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
quote:

ORIGINAL: Black Cat

About what date will I be able to create PT Tenders from 7000K AKA`s in SF. They are not yet on the list and I am at 1/42.

Thanks


I'm pretty sure they (AGPs) convert from PGs (Niagara, Sacramento, Asheville, Tulsa)

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Black Cat)
Post #: 44
RE: Feel Free To Ask - 7/7/2004 7:32:45 PM   
byron13


Posts: 1589
Joined: 7/27/2001
Status: offline
Yup, AGPs convert to PT tenders. I was able to convert in mid-December '41, so I'm thinking they're available on December 7 to convert.

(in reply to Ron Saueracker)
Post #: 45
RE: Feel Free To Ask - 7/8/2004 3:18:01 AM   
Black Cat

 

Posts: 615
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Thanks Ron and Byron, appreciate the help

(in reply to byron13)
Post #: 46
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